wined3d: Clean up SetRenderState.

This commit is contained in:
Stefan Dösinger 2006-12-14 20:48:49 +01:00 committed by Alexandre Julliard
parent 46028b0832
commit 17eabc42b3
1 changed files with 2 additions and 122 deletions

View File

@ -3328,128 +3328,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, W
}
ENTER_GL();
switch (State) {
case WINED3DRS_FILLMODE :
case WINED3DRS_LIGHTING :
case WINED3DRS_ZENABLE :
case WINED3DRS_CULLMODE :
case WINED3DRS_SHADEMODE :
case WINED3DRS_DITHERENABLE :
case WINED3DRS_ZWRITEENABLE :
case WINED3DRS_ZFUNC :
case WINED3DRS_AMBIENT :
case WINED3DRS_ALPHABLENDENABLE :
case WINED3DRS_SRCBLEND :
case WINED3DRS_DESTBLEND :
case WINED3DRS_ANTIALIASEDLINEENABLE :
case WINED3DRS_BLENDFACTOR :
case WINED3DRS_ALPHATESTENABLE :
case WINED3DRS_ALPHAFUNC :
case WINED3DRS_ALPHAREF :
case WINED3DRS_COLORKEYENABLE :
case WINED3DRS_CLIPPLANEENABLE :
case WINED3DRS_CLIPPING :
case WINED3DRS_BLENDOP :
case WINED3DRS_TEXTUREFACTOR :
case WINED3DRS_SPECULARENABLE :
case WINED3DRS_STENCILENABLE :
case WINED3DRS_TWOSIDEDSTENCILMODE :
case WINED3DRS_STENCILFUNC :
case WINED3DRS_CCW_STENCILFUNC :
case WINED3DRS_STENCILREF :
case WINED3DRS_STENCILMASK :
case WINED3DRS_STENCILFAIL :
case WINED3DRS_STENCILZFAIL :
case WINED3DRS_STENCILPASS :
case WINED3DRS_CCW_STENCILFAIL :
case WINED3DRS_CCW_STENCILZFAIL :
case WINED3DRS_CCW_STENCILPASS :
case WINED3DRS_EDGEANTIALIAS :
case WINED3DRS_STENCILWRITEMASK :
case WINED3DRS_FOGENABLE :
case WINED3DRS_FOGTABLEMODE :
case WINED3DRS_FOGVERTEXMODE :
case WINED3DRS_FOGSTART :
case WINED3DRS_FOGEND :
case WINED3DRS_RANGEFOGENABLE :
case WINED3DRS_FOGCOLOR :
case WINED3DRS_FOGDENSITY :
case WINED3DRS_VERTEXBLEND :
case WINED3DRS_TWEENFACTOR :
case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
case WINED3DRS_COLORVERTEX :
case WINED3DRS_DIFFUSEMATERIALSOURCE :
case WINED3DRS_SPECULARMATERIALSOURCE :
case WINED3DRS_AMBIENTMATERIALSOURCE :
case WINED3DRS_EMISSIVEMATERIALSOURCE :
case WINED3DRS_LINEPATTERN :
case WINED3DRS_ZBIAS : /* D3D8 only */
case WINED3DRS_NORMALIZENORMALS :
case WINED3DRS_POINTSIZE :
case WINED3DRS_POINTSIZE_MIN :
case WINED3DRS_POINTSIZE_MAX :
case WINED3DRS_POINTSCALE_A :
case WINED3DRS_POINTSCALE_B :
case WINED3DRS_POINTSCALE_C :
case WINED3DRS_POINTSCALEENABLE :
case WINED3DRS_COLORWRITEENABLE :
case WINED3DRS_COLORWRITEENABLE1 :
case WINED3DRS_COLORWRITEENABLE2 :
case WINED3DRS_COLORWRITEENABLE3 :
case WINED3DRS_LOCALVIEWER :
case WINED3DRS_LASTPIXEL :
case WINED3DRS_SOFTWAREVERTEXPROCESSING :
case WINED3DRS_POINTSPRITEENABLE :
case WINED3DRS_WRAP0 :
case WINED3DRS_WRAP1 :
case WINED3DRS_WRAP2 :
case WINED3DRS_WRAP3 :
case WINED3DRS_WRAP4 :
case WINED3DRS_WRAP5 :
case WINED3DRS_WRAP6 :
case WINED3DRS_WRAP7 :
case WINED3DRS_WRAP8 :
case WINED3DRS_WRAP9 :
case WINED3DRS_WRAP10 :
case WINED3DRS_WRAP11 :
case WINED3DRS_WRAP12 :
case WINED3DRS_WRAP13 :
case WINED3DRS_WRAP14 :
case WINED3DRS_WRAP15 :
case WINED3DRS_MULTISAMPLEANTIALIAS :
case WINED3DRS_SCISSORTESTENABLE :
case WINED3DRS_SLOPESCALEDEPTHBIAS :
case WINED3DRS_DEPTHBIAS :
case WINED3DRS_TEXTUREPERSPECTIVE :
case WINED3DRS_STIPPLEDALPHA :
case WINED3DRS_ANTIALIAS :
case WINED3DRS_MULTISAMPLEMASK :
case WINED3DRS_PATCHEDGESTYLE :
case WINED3DRS_PATCHSEGMENTS :
case WINED3DRS_DEBUGMONITORTOKEN :
case WINED3DRS_POSITIONDEGREE :
case WINED3DRS_NORMALDEGREE :
case WINED3DRS_MINTESSELLATIONLEVEL :
case WINED3DRS_MAXTESSELLATIONLEVEL :
case WINED3DRS_ADAPTIVETESS_X :
case WINED3DRS_ADAPTIVETESS_Y :
case WINED3DRS_ADAPTIVETESS_Z :
case WINED3DRS_ADAPTIVETESS_W :
case WINED3DRS_ENABLEADAPTIVETESSELLATION:
case WINED3DRS_SRGBWRITEENABLE :
case WINED3DRS_SEPARATEALPHABLENDENABLE :
case WINED3DRS_SRCBLENDALPHA :
case WINED3DRS_DESTBLENDALPHA :
case WINED3DRS_BLENDOPALPHA :
case WINED3DRS_ZVISIBLE :
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
break;
default:
FIXME("(%p)->(%s,%d) unknown state\n", This, debug_d3drenderstate(State), Value);
}
/* TODO: Mark the state dirty instead of immediate applying */
StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
LEAVE_GL();
return WINED3D_OK;